So Doom, with its red, blue, and gold keys as well as myriad switches, has slight elements of this, but the first person shooting is much more heavily focused on, with those elements not functioning as the primary source of interaction or challenge, but rather as staging elements for the primary conflict, elements that make you sweep the level over, encountering the enemies in all sorts of different contexts, from different directions as walls open up or more are warped in to replace the ones you’ve killed already, or to surround and ambush you as you attempt to pursue objectives. The more such barriers and keys you have, and the less other mechanical elements you have, the more the game matches the adventure game template. Adventure games are games where there are barriers placed in your way that can be opened by application of a key item retrieved from elsewhere. This is why Zelda was originally considered an Action RPG, and over time people have come to place it more in the adventure category. Looking abstractly, I think the structure implied of adventure games is lock and key. In case my prior posts haven’t made it clear, I feel negatively about adventure games. How do you feel about adventure games? Is there anything in them thats good or that we could learn from?
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